d100 | Type | Info |
---|---|---|
1-2 |
Brawn |
Powerful Melee or Brawl attack. Increase base damage by 5 Wounds. |
3-4 |
Brawn |
Powerful Melee or Brawl attack. Add 1-3 Qualities such as Knockdown, Disorient, or Sunder. |
5-7 |
Brawn |
Humongous. Double Wound Threshold value. |
8-10 |
Brawn |
Impossible Defenses. Triple Soak value. |
11-13 |
Brawn |
Hyper-Accelerated Healing. Spend Threat generated by a Crew Member or Advantage generated by the creature to immediately recover 5 Wounds. |
14-15 |
Brawn |
Acidic Blood. Each time the creature is dealt Wound damage, each other creature at Engaged Range with it suffers Burn 3 (base damage equal to Brawn). |
16-17 |
Agility |
Powerful Ranged attack. Increase base damage by 5 Wounds. |
18-19 |
Agility |
Powerful Ranged attack. Add 1-3 Qualities such as Auto-fire, Blast, or Guided. |
20-21 |
Agility |
Fast Movement. Does not spend Strain to make its second Maneuver for the round and has an alternate mode of transportation such as flying or burrowing. |
22-24 |
Agility |
Multi-armed. The creature can manipulate multiple objects at once and its held weapons gain the Linked quality with a rating equal to its number of arms -1. |
25-27 |
Agility |
Supreme Agility. Add 2 Threat to all enemies’ attacks against the creature. |
28-30 |
Agility |
Counterattack. Spend 2 Threat generated by a Crew Member on a Melee or Brawl check to immediately make a Melee or Brawl attack against that Crew Member. |
31-33 |
Intillect |
Advanced Technology, Auto-lasers. Spend 2 Threat generated by a Crew Member on a Ranged attack to immediately make a Ranged attack against that Crew member. |
34-36 |
Intillect |
Advanced Technology, Teleportation. The creature can instantly travel to any location in sight as a Maneuver. |
37-39 |
Intillect |
Advanced Technology, Invisibility. All checks made against the creature have their difficulty upgraded twice, except Perception and Vigilance which are upgraded three times. |
40-42 |
Intillect |
Advanced Technology, weapon. One or more weapons gains 5 Boost on combat checks. |
43-45 |
Intillect |
Supreme Deduction. The creature has advanced insights into Crew’s weaknesses, granting 3 Boost to all checks against them. |
46-48 |
Intillect |
Plans Within Plans. The creature has multiple contingencies; spawning additional traps, defenses, and escape plans made up on the fly for each Threat generated by the Crew. |
49-51 |
Cunning |
Increase its Adversary talent value by 2. |
52-53 |
Cunning |
Hostages. The creature holds important hostages and cannot be directly confronted until they are freed. |
54-55 |
Cunning |
Doppelgänger. The creature can change its appearance as an Incidental action to mimic any humanoid creature previously touched. |
56-58 |
Cunning |
Shapeshifter. The creature can change its form as an Incidental action into a featureless liquid. |
59-61 |
Cunning |
Vulgar Display of Power. Induce or upgrade a Fear check due to the presence of some horrific, grisly display (throne of bones, skull staff, bathes in blood, etc.). |
62-64 |
Cunning |
Enhanced Senses. The creature can see in alternate light spectrums and hear in sonic frequencies outside of the normal Humanoid hearing, granting 5 ranks and 5 Boost to Perception and Vigilance checks. |
65-67 |
Willpower |
Force Lightning. Roll Force (min. 3) and deal 1 Wound to 1 creature within by Short Range. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1. |
68-70 |
Willpower |
Force Move. Roll Force (min. 3) and move 1 creature or object of up to Silhouette 1 by 1 Range Band. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1. |
71-73 |
Willpower |
Force Life Drain. Roll Force (min. 3) and deal 1 Strain to 1 creature within by Short Range. For each Strain dealt, recover 1 Wound. For each Dark Side Point generated beyond the first, increase only one of those numerical values by 1. |
74-76 |
Willpower |
Force Deflection. Use 3 Threat generated by a Crew Member’s attack to immediately make the same attack directed at a target of your choice, with a number of Boost dice equal to your Force Rating. |
77-79 |
Willpower |
Strong in the Force. Increase Force Rating by 2. Usable only if the creature has another Force power. |
80-82 |
Willpower |
Unshakable. Double Strain Threshold value. |
83-85 |
Presence |
Minions. Spend Threat generated by the Crew Members to summon or spawn Minion allies, such as Stormtroopers, floating robotic drone arms, or self-reproducing myconids. |
86-88 |
Presence |
Treachery. Use 3 Threat generated by the Crew Members, even if the creature is off-screen, to turn a trusted ally against the Crew. |
89-91 |
Presence |
Elite Guard. The creature always has a cadre of 3-5 powerful Rival-level bodyguards that direct damage away from the creature or apply penalties to attacks against the creature. |
92-94 |
Presence |
Corrupting Aura. Crew Members standing near the creature have their sanity or morality threatened; dealing automatic Strain damage or flipping Destiny Points. |
95-97 |
Presence |
Force Influence. Roll Force (min. 3) and make 1 creature within by Short Range believe a blatant lie for 1 non-combat scene or 1 round of combat. For each Dark Side Point generated beyond the first, increase all of those numerical values by 1. |
98-100 |
Presence |
Turn to the Dark Side. Make a Crew Member at Engaged Range roll a Discipline check with a number of Difficulty dice equal to your Force Rating (min. 3). On a failure, the Crew Member is turned to the Dark Side and becomes a permanent Nemesis. |
Special Abilities (d100)
Citation
by C. Steven Ross https://triumphdespair.wordpress.com/2014/07/02/c-is-for-characteristics/